d3drm: Initialize the actual array in d3drm_light_array_create() as well.
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c0d05d9f4f
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7dc0738911
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@ -434,15 +434,32 @@ static const struct IDirect3DRMLightArrayVtbl d3drm_light_array_vtbl =
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d3drm_light_array_GetElement,
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};
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static struct d3drm_light_array *d3drm_light_array_create(void)
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static struct d3drm_light_array *d3drm_light_array_create(unsigned int light_count, IDirect3DRMLight **lights)
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{
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struct d3drm_light_array *array;
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unsigned int i;
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if (!(array = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*array))))
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return NULL;
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array->IDirect3DRMLightArray_iface.lpVtbl = &d3drm_light_array_vtbl;
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array->ref = 1;
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array->size = light_count;
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if (light_count)
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{
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if (!(array->lights = HeapAlloc(GetProcessHeap(), 0, light_count * sizeof(*array->lights))))
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{
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HeapFree(GetProcessHeap(), 0, array);
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return NULL;
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}
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for (i = 0; i < light_count; ++i)
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{
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array->lights[i] = lights[i];
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IDirect3DRMLight_AddRef(array->lights[i]);
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}
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}
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return array;
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}
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@ -1541,25 +1558,9 @@ static HRESULT WINAPI d3drm_frame3_GetLights(IDirect3DRMFrame3 *iface, IDirect3D
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if (!lights)
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return D3DRMERR_BADVALUE;
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if (!(array = d3drm_light_array_create()))
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if (!(array = d3drm_light_array_create(frame->nb_lights, frame->lights)))
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return E_OUTOFMEMORY;
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array->size = frame->nb_lights;
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if (frame->nb_lights)
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{
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ULONG i;
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if (!(array->lights = HeapAlloc(GetProcessHeap(), 0, frame->nb_lights * sizeof(*array->lights))))
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{
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HeapFree(GetProcessHeap(), 0, array);
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return E_OUTOFMEMORY;
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}
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for (i = 0; i < frame->nb_lights; ++i)
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{
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IDirect3DRMLight_QueryInterface(frame->lights[i], &IID_IDirect3DRMLight, (void **)&array->lights[i]);
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}
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}
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*lights = &array->IDirect3DRMLightArray_iface;
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return D3DRM_OK;
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